After poking around the UnrealEd code some more, it looks like we can tweak the hardcoded values to reduce the deadzone and maybe increase the rotation and translation speed. In the CameraController.h file, you’ll see this:
/** Constructor */
FCameraControllerConfig()
: ImpulseDeadZoneAmount( 0.2f ),
bUsePhysicsBasedMovement( true ),
MovementAccelerationRate( 20000.0f ),
MovementVelocityDampingAmount( 10.0f ),
MaximumMovementSpeed( MAX_FLT ),
bUsePhysicsBasedRotation( false ),
bForceRotationalPhysics( false ),
RotationAccelerationRate( 1600.0f ),
RotationVelocityDampingAmount( 12.0f ),
MaximumRotationSpeed( MAX_FLT ),
MinimumAllowedPitchRotation( -90.0f ),
MaximumAllowedPitchRotation( 90.0f ),
bEnableFOVRecoil( true ),
bUsePhysicsBasedFOV( true ),
FOVAccelerationRate( 1200.0f ),
FOVVelocityDampingAmount( 10.0f ),
MaximumFOVSpeed( MAX_FLT ),
MinimumAllowedFOV( 5.0f ),
MaximumAllowedFOV( 170.0f ),
TranslationMultiplier(1.0f),
RotationMultiplier(1.0f),
ZoomMultiplier(1.0f),
PitchTrim(0.0f),
bInvertX(false),
bInvertY(false),
bPlanarCamera(false),
bLockedPitch(true)
{
}
The deadzone is the variable ImpulseDeadZoneAmount, and to increase the speed of translation and rotation we can increase the values assigned to TranslationMultiplier and RotationMultiplier. I’ll give them a try tonight to see if this works! Although even if it does work, I’m not sure it is possible for a plugin to tweak these heh.